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John Carter of Mars Quickstart $0.00
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John Carter of Mars Quickstart
Publisher: Modiphius
by Megan R. [Featured Reviewer]
Date Added: 03/18/2019 12:36:24

This work (which comes as a landscape format PDF, which doesn't work well on screen - except perhaps on a tablet - and even worse if printed out) begins by explaining the 2d20 'Momentum' system that is used for this game. Ideally you need to purchase a special d6 marked with special symbols to use as a Combat Die, but as you probably won't have one, there's a quick chart to enable the use of an ordinary d6 instead. It then explains that each character is described by six attributes: Cunning, Daring, Empathy, Might, Passion and Reason. There are brief descriptions of each, along with notes on how they are used in Attribute Tests, rolled whenever a character undertakes an action with an uncertain outcome. To make an Attribute Test, pick two attributes that make sense for the situation which give you a target number and roll 2d20. Each die that rolls equal to or under the target number scores one success, and each die that scores equal to or less than the character's weaker Attribute scores two successes. The Narrator (GM) assigns a Difficulty to the task, which determines how many successes in the Attribute Test are required for the character to accomplish whatever they wanted to do. Brief examples and advice on setting Difficulty are provided, and Complications and Momentum - the game mechanic from which the system gets its name, are explained.

You gain Momentum every time you score more successes than you actually require. These extra successes can be used to make your action even more mind-blowingly epic, or saved up to bolster a later roll by adding extra d20s. If two characters are operating in opposition to each other, it's called an Opposed Test, and they both have to not only succeed in the Attribute Test, but get more successes than the other character to win out. If you are looking to increase your chances of success, as well as adding bonus dice through Momentum, you can call on your Luck - each point of luck gives you a success. Teamwork and assistance from other players can also help. The whole idea of Momentum is that one success often leads to another, and fits well with the heroic protagonist like John Carter of Mars... but there is another side to the coin, Threat. This works for the Narrator in a similar manner, with all their NPCs sharing a pool of Threat that begins equal to the amount of Luck the PCs have, and fluctuates during play in the same way as each individual PC's Momentum does. Characters can do other things with Luck as well as boost their die rolls, and gain them by doing noteworthy things during a game. The discussion then moves on to Action Scenes and how they are played out. It's a turn-based system, with each character (and NPC) acting in turn until all have had a go. PCs normally go first unless the Narrator uses a Threat point to have an NPC go first - but unusually, there's no 'initiative', the players get to choose who goes first, and each player decides who acts after them! There are many things that can be done in a turn, which are explained here; along with the results of combat such as taking damage... how to recover from damage is also explained. OK, now you know enough to have a go at the playtest adventure.

Pregenerated characters are provided for a short but dramatic adventure in which the party - including John Carter and Dejah Thoris themselves - on a diplomatic errand to the kingdom of Vonika which wishes to enter into an alliance with Helium. There's an opportunity for role-play as the party settles down and gets to know each others - there are suggestions for various pastimes, and notes on how to adjudicate them - and then the peace of the trip is rudely disturbed by another flier attempting to ram the party's craft! It doesn't matter who wins the ensuing fight, both outcomes are catered for, and in any case, the remaining fliers will need repairs before continuing on their way, and this will not be as straightforward as you might think.

As an adventure it is very much an exerpt, but it brings over the flavour of the game well, and introduces the Momentum system if you've not played it before. It's a great way to discover if this game is for you and your group... and if it is, the core rulebook and other materials await!



Rating:
[5 of 5 Stars!]
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John Carter of Mars Quickstart
Publisher: Modiphius
by Monica G. [Featured Reviewer]
Date Added: 07/08/2018 10:39:51

This is the quick and dirty version of the upcoming RPG based off the classic John Carter of Mars series by Edgar Rice Burroughs--best known as the creator of Tarzan of the Apes. The series, while science fiction, is closer in spirit to heroic fantasy--square-jawed heroes rescuing beautiful maidens from bizarre monsters and villains is the name of the game here. The genre is Sword and Planet, which the precursor to the modern Space Opera. Although many roll their eyes over the notorious cinematic flop based on the series, the cultural influence of the books is notable. Representatives of the Burroughs estate and a noted scholar with expertise on the author contributed to elements of the game's creation, according to the preface, and it appears to be a labor of love. The rules are relatively simple and attempt to reflect the Saturday matinee feel of the material. As for the mechanics, this game follows Modiphius' two D20 system. Players combine two of their six attributes to roll two d20 against a target number based on the sum of the attribute paring. Each success under the weaker of the two attributes is doubled. The difficulty of the task determines the number of successes required. Various modifiers can increase the number of successes (external threats can be added to improve player rolls, for example-- an odd but interesting tit-for-tat touch) and a limited number of excess successes can be pooled and used to enhance future tests (this is referred to as momentum). While there are limits on the roles, they do reflect the bigger than life nature of the characters as is typical of the genre. 'Flags Over Mars', the short adventure that comes with this book, does its job, as well. Fans of the series will not be disappointed. Though we don't have the full rules for this game yet, it has a lot of potential. One good thing about the original series was that it crossed over with the Tarzan and Pellucidar books--the later was a hollow Earth setting. There is room for potential expansion with this game that could keep players occupied for a long time.

Read the full review at GeeksAGogo.com



Rating:
[5 of 5 Stars!]
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John Carter of Mars Quickstart
Publisher: Modiphius
by Mark E. [Verified Purchaser]
Date Added: 02/02/2018 12:36:25

This item was poorly editted. There are many typos and some formatting goofs. I cancelled my kickstarter pledge after reading thru this product because I can't trust that these same errors won't make it to the final products. Btw, there are many typos in the sample chapter they offer on the kickstarter page. This makes me further doubt the quality of their work.



Rating:
[1 of 5 Stars!]
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John Carter of Mars Quickstart
Publisher: Modiphius
by Patrick B. [Verified Purchaser]
Date Added: 01/25/2018 22:33:24

It's great to see Barsoom come to life in the wonderful art and entertaining adventure contained in this quickstart. The rules are quite clear (if the organization is occasionally difficult for me, some concepts mentioned in advance of their presentation in the book, this seems to be somewhat common in RPG rulesets but I'm still new to RPGs and it's a little confusing to me), the attributes are quite thematic to the source material as are the damage types and afflictions.

Some seasoned RPG players may find the simplified 2d20 ruleset (called Momentum too simple for their taste, but it works fine for me (and Modiphius will be publishing a conversion to the full 2d20 system as well).

The included scenario, Flags of Mars, looks fun and really fits the setting (Modiphius is working with the Burroughs Estate on this so it's officially licensed), but I'd like it to have been a little longer (it seems like it would play in 2 hours or so with a LOT of roleplaying or new players, but otherwise possibly quite a bit faster). You could easily map out a few more scenes and let the players run with the adventure (it's rather open-ended), but you'll be off the rails and out of the quickstart.

The pregens are the heroes of A Princess of Mars Dejah Thoris, John Carter, Tars Tarkas, Kantos Kan, and Sola and seem reasonably balanced and offer a variety of options and approaches to the players.

No rules for character creation, etc. just the basic system and adventure but all in all a good package (and being free it's really hard to complain).



Rating:
[5 of 5 Stars!]
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